Even with the penalties, I think that's got to be worth something.For your feats I'd get Combat Reflexes, Dragontouched, Entangling Exhalation, and Frightful Presence starting out, then pick up Double Draconic Aura, Ability Focus: Frightful Presence, and maybe Imperious Command. It specifically points out the 1.5 str damage, but the 2-1 PA can be inferred. Which means 1.5x str to damage, and 2-1 power attack. It's the fact that the diopsid counts as wielding them two-handed. Actually, I think the base damage isn't the part we're interested in. I read their first appearance out of interest, and they were quite a bit more savage back then (leaning toward evil instead of neutral) and worshipped the Drow like all D&D writers did back then. What actually works is using their ability to wield weapons one size category larger to wield Large one-handed weapons in two hands each and taking the Oversized Two-Weapon Fighting feat, getting equivalent damage if the Medium weapon's die was d8 or larger.Ĭuriously, this error on their part really can't be a holdover from 3.0 unless they made it long before they released the Dragon Compendium in 2005 - it's AD&D material in the magazine they were updated from. While the Diopsid text describes dual-wielding two-handed weapons as the race's favoured fighting style, they take the normal, rather large penalties for doing so (-4/-4 with the TWF feat). gives two extra arms (LA +2) or four extra arms (LA +3). There's another template in Dungeon #136, Obah-Blessed. 80) is one of the cheaper options, but it will cost at least 50000 GP and permanently reduces your Dex by 4 points.Ħ) Someone already mentioned the Aberrant Limbs unique ability thing in DMGII. A few require the removal of an existing arm, but most don't specify this. Check Fiend Folio, Magic of Eberron, Lords of Madness, Races of the Dragon, Serpent Kingdoms, or Libris Mortis for more details. (soulmeld or the Deepspawn feat from Lords of Madness), then adding Gloves of Man should allow you to attack with manufactured weapons.ĥ) Grafts. If you have some other way to acquire a pair of tentacles/appendages/etc. Cheaper to buy grafts (see below), and the Arms of the Naga say they can't be used for extra attacks, but putting on the Gloves of Man may override that (check with your DM). 55) and/or Gloves of Man (42000 GP, Savage Species p. Based on the fluff, it's not entirely clear if these arms are functional enough to wield weapons, but assuming your DM says they can, this is doable at low levels, although you still have to deal with the -4 TWF penalty.Ĥ) Arms of the Naga (56000 GP, Savage Species p. By RAW, the permanency rules on page 60 of Savage Species still applies to the Spell Compendium version.ģ) 2-level Totemist dip to pick up the Girallon Arms soulmeld. While the Savage Species version of girallon's blessing has a drawback where you have to make a Will save to do anything complex with your extra arms, the updated version in the Spell Compendium removes this drawback and makes them fully-functional arms. Assuming a 13th level caster, both spells would cost about 11140 GP. 135) offers all-day polymorph up to 7HD (check out the Ormyrr in MM2).Ģ) Girallon's blessing + permanency spells (see Savage Species p. I'm going to cut&paste a big chunk from the "dualwielding fullbades" thread:ġ) Alter self or polymorph into a creature with 4 or more arms.
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